;---------------------------------------------------------------------------
; 偙偙偐傜偼挻昁嶦媄偺僗僥乕僩
;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱
; CNS 儗儀儖: 拞媺

[Statedef 2000]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = ifelse(command="y",2050,2000)
ctrl     = 0
sprpriority = 2

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 15,-120
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = 15,-120
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,21
channel = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2005
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1
ID = 2000

[State 3000, ]
type = Varset
trigger1 = time = 0
var(25) = 0

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 3000, ]
type = Varset
triggerall = AnimElemtime(4) = 0
trigger1 = Anim = 2000
trigger1 = command != "holdx"
trigger2 = Anim = 2050
trigger2 = command != "holdy"
var(25) = 1

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(25) = 0
triggerall = AnimElemtime(7) >= 0
trigger1 = Anim = 2000
trigger1 = command != "holdx"
trigger2 = Anim = 2050
trigger2 = command != "holdy"
trigger3 = AnimTime = 0
value = 2010

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = var(25) = 1
triggerall = AnimElemtime(8) >= 0
trigger1 = Anim = 2000
trigger1 = command != "holdx"
trigger2 = Anim = 2050
trigger2 = command != "holdy"
trigger3 = AnimTime = 0
value = 2010

;---------------------------------------------------------------------------
; 棤昐敧幃丒戝幹撱丂峌寕

[Statedef 2010]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2010
ctrl     = 0
sprpriority = 2

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,22
channel = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 7
value = s12,4

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 5
x = 12

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = AnimElem = 10
x = 0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1
x = -11

[State 700, 僄僼僃僋僩昞帵]
type = Explod
triggerall = var(25) = 0
trigger1 = time = 0
anim = 2016
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
triggerall = var(25) = 1
trigger1 = time = 0
anim = 2015
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 7
anim = 2025
postype = P1
pos = 0,10
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2000

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 7
name = "OROCHINAGI"
stateno = 2021
ID = 2000
helpertype = normal
pos = 60,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeAnim
triggerall = var(25) = 0
trigger1 = Time = 0
value = 2011

[State 3000, ]
type = Varset
trigger1 = AnimTime = 0
var(25) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 戝幹撱僿儖僷乕

[Statedef 2021]
type     = S
movetype = A
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2020
ctrl     = 0
sprpriority = 10

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1201, 僉儍儔杮懱偵堷偭晅偔埵抲]
type = BindToParent
trigger1 = time = [0,20]
pos = 60,0

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = A, HP
damage = 250,25
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 2100,]
type = Envcolor
trigger1 = Movehit = 1
time = 1
value = 255,255,255
under = 0

[State 2001, 峌寕傪庴偗偨傜徚柵僗僥乕僩偵堏摦]
type = HitOverride
trigger1 = Time = 0
attr = SCA, NT, ST, HT, NA, SA, HA, NP, SP, HP
stateno = 2025
time = -1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = Movehit = 1
name = "Slow"
stateno = 4900
ID = 4900
helpertype = normal
pos = 0,0
postype = p1
keyctrl = 0
ownpal = 1
ignorehitpause = 1

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Stateno != 2010

;---------------------------------------------------------------------------
; 僿儖僷乕徚柵

[Statedef 2025]
type     = S
movetype = I
physics  = N
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 9999
ctrl     = 0
sprpriority = 0

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 191, 摿庩岠壥]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Prevstateno != 2020 && time = 0

;---------------------------------------------------------------------------
; 昐敧廍擉幃
; CNS 儗儀儖: 拞媺

[Statedef 2100]
type     = S
movetype = I
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2100
ctrl     = 0
sprpriority = 3

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 9
value = SCA
time = 30

[State 700,];揰柵
type = palfx
triggerall = AnimElem = 7
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 9
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [9,39]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7000
pos = -10,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 4
anim = 7010
pos = -10,-60
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s9,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,ifelse(var(15)=0,31,43)

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,6
channel = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 8
anim = 2105
postype = P1
pos = 0,0
bindtime = -1
removetime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1
ID = 2100

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 1000, ]
type = Varset
trigger1 = prevstateno != [1000,1999]
var(30) = 0

[State 1000, ]
type = Varset
trigger1 = prevstateno = [1000,1999]
var(30) = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "x"
var(15) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
trigger1 = command = "y"
var(15) = 1

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = AnimElemtime(8) >= 0
triggerall = time = [39,95]
trigger1 = var(15) = 0
trigger1 = command != "holdx"
trigger2 = var(15) = 1
trigger2 = command != "holdy"
value = 2110

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = AnimElemtime(8) >= 0
triggerall = time = [96,141]
trigger1 = var(15) = 0
trigger1 = command != "holdx"
trigger2 = var(15) = 1
trigger2 = command != "holdy"
value = 2111

[State 3000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = AnimElemtime(8) >= 0
triggerall = time = [142,177]
trigger1 = var(15) = 0
trigger1 = command != "holdx"
trigger2 = var(15) = 1
trigger2 = command != "holdy"
trigger3 = AnimTime = 0
value = 2112

;---------------------------------------------------------------------------
; 昐敧廍擉幃丂LV1丂峌寕

[Statedef 2110]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)=1,0,7)
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 20110
persistent = 0
postype = P1
pos = 0,0
sprpriority = 19
ownpal = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 9
anim = 2116
persistent = 0
postype = P1
pos = 0,0
sprpriority = 20
ownpal = 1


[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,ifelse(var(15)=0,32,44)
channel = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9 | AnimElem = 10
trigger2 = AnimElem = 17 | AnimTime = 0
x = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2115
persistent = 0
postype = P1
pos = 0,0
sprpriority = -5
ownpal = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 10
anim = 1605
persistent = 0
postype = P1
pos = 65,-60
sprpriority = 5
ownpal = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 230,23
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 21,21
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 23
ground.hittime  = 24
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 4
envshake.freq = 100

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐敧廍擉幃丂LV2丂峌寕

[Statedef 2111]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)=1,0,7)
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 20110
persistent = 0
postype = P1
pos = 0,0
sprpriority = -5
ownpal = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2116
persistent = 0
postype = P1
pos = 0,0
sprpriority = 20
ownpal = 1


[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,ifelse(var(15)=0,32,44)
channel = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9 | AnimElem = 10
trigger2 = AnimElem = 17 | AnimTime = 0
x = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2115
persistent = 0
postype = P1
pos = 0,0
sprpriority = -5
ownpal = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 10
anim = 1605
persistent = 0
postype = P1
pos = 65,-60
sprpriority = 5
ownpal = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 250,25
getpower = 0
animtype = up
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 24,24
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = -6,-6.5
air.velocity = -6,-6.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 18
envshake.ampl = 5
envshake.freq = 100

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 昐敧廍擉幃丂LV3丂峌寕

[Statedef 2112]
type     = S
movetype = A
physics  = S
juggle   = ifelse(var(30)=1,0,7)
poweradd = 0
velset   = 0,0
anim     = 2110
ctrl     = 0
sprpriority = 3

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Movehit
anim = 1660
pos = -100,-100
postype = p2
sprpriority = 9
persistent = 0
pos = 0,0
sprpriority = 20
ownpal = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.3,0.3

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 20110
persistent = 0
postype = P1
pos = 0,0
sprpriority = -5
ownpal = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2116
persistent = 0
postype = P1
pos = 0,0
sprpriority = 20
ownpal = 1

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,ifelse(var(15)=0,32,44)
channel = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 5
value = s12,1

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 6
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9 | AnimElem = 10
trigger2 = AnimElem = 17 | AnimTime = 0
x = 10

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2115
persistent = 0
postype = P1
pos = 0,0
sprpriority = -5
ownpal = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 10
anim = 1605
persistent = 0
postype = P1
pos = 65,-60
sprpriority = 5
ownpal = 1

[State 2000,]
type = RemoveExplod
trigger1 = time = 0
ID = 2100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 275,28
getpower = 0
animtype = Diagup
hitflag = MAF
priority = 3, Hit
pausetime = 27,27
sparkno = s4020
sparkxy = -25, -70
hitsound = s1,4
ground.type = High
ground.slidetime = 24
ground.hittime  = 25
ground.velocity = -7,-7.5
air.velocity = -7,-7.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 23
envshake.ampl = 6
envshake.freq = 100

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 屴昐擉廍巐幃丒恄恛

[Statedef 3000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3000
ctrl     = 0
sprpriority = 5

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 柍揋]
type = NotHitBy
trigger1 = AnimElem = 4
value = SCA
time = 3

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2999]
time = 5
add = 250,120,210

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7600
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7610
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,39

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 5
value = s10,40

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 800, 僸僢僩掕媊乮搳偘梡乯]
type = HitDef
triggerall = prevstateno != [2000,3100]
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3010
p2stateno = 3020
guard.dist = 0
fall = 1
numhits = 0

[State 800, 僸僢僩掕媊乮搳偘梡乯]
type = HitDef
triggerall = prevstateno = [2000,3100]
trigger1 = Time = 0
trigger1 = p2stateno != [120,159]
attr = S, HT
hitflag = MAF
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = 1
p2facing = 1
p1stateno = 3010
p2stateno = 3020
guard.dist = 0
fall = 1
numhits = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 恄恛丂敪摦

[Statedef 3010]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 3010
ctrl     = 0
sprpriority = 5

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2110, 巆憸]
type = AfterImage
trigger1 = AnimElem = 66
time = 140
length = 6
timeGap = 2
frameGap = 2
palBright = 100,50,0
palContrast = 230,180,110
palAdd = 230,180,110
trans = add

[State 700,]
type = palfx
trigger1 = AnimElemtime(65) >= 0 && AnimElemtime(136) < 0
time = 22
add = 230,170,110
mul = 240,180,100

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 3
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 6
value = s10,41

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 72
value = s10,42

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 72
value = s12,2

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 20
trigger3 = AnimElem = 27
trigger4 = AnimElem = 41
trigger5 = AnimElem = 57
trigger6 = AnimElem = 65
trigger7 = AnimElem = 72
value = s0,4

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 69
value = s3,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(69) < 0
pos = 45,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (7) <= 0
trigger2 = AnimElemTime (49) >= 0 && AnimElemTime (52) <= 0
edge = 50,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (7) >= 0 && AnimElemTime (15) <= 0
trigger2 = AnimElemTime (52) >= 0 && AnimElemTime (60) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 7 | AnimElem = 8 | AnimElem = 9
trigger2 = AnimElem = 11 | AnimElem = 13 | AnimElem = 14
trigger3 = AnimElem = 17 | AnimElem = 18 | AnimElem = 19
trigger4 = AnimElem = 23 | AnimElem = 24 | AnimElem = 25 | AnimElem = 26
trigger5 = AnimElem = 27 | AnimElem = 37 | AnimElem = 38 | AnimElem = 39
trigger6 = AnimElem = 40 | AnimElem = 41 | AnimElem = 49 | AnimElem = 52
trigger7 = AnimElem = 53 | AnimElem = 54 | AnimElem = 56 | AnimElem = 58
trigger8 = AnimElem = 59 | AnimElem = 62 | AnimElem = 63 | AnimElem = 64
trigger9 = AnimElem = 65 | AnimElem = 68 | AnimElem = 69 | AnimElem = 70
trigger10 = AnimElem = 69 | AnimElem = 70 | AnimElem = 71
trigger11 = AnimElem = 73 | AnimElem = 74 | AnimElem = 75
trigger12 = AnimElem = 78 | AnimElem = 79 | AnimElem = 80
trigger13 = AnimElem = 84 | AnimElem = 85 | AnimElem = 86 | AnimElem = 87
trigger14 = AnimElem = 88 | AnimElem = 98 | AnimElem = 99 | AnimElem = 100
trigger15 = AnimElem = 101 | AnimElem = 102 | AnimElem = 103 | AnimElem = 106
trigger16 = AnimElem = 107 | AnimElem = 108 | AnimElem = 110 | AnimElem = 112
trigger17 = AnimElem = 113 | AnimElem = 116 | AnimElem = 117 | AnimElem = 118
trigger18 = AnimElem = 119 | AnimElem = 122 | AnimElem = 123 | AnimElem = 124
trigger19 = AnimElem = 130 | AnimElem = 131 | AnimElem = 132 | AnimElem = 133
x = 6

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 5 | AnimElem = 6 | AnimElem = 50 | AnimElem = 51
trigger1 = AnimElem = 67 | AnimElem = 68 | AnimElem = 112 | AnimElem = 113
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 57
trigger3 = AnimElem = 91
trigger4 = AnimElem = 119
x = 15

[State 1000, 幉埵抲堏摦]
type = VelAdd
trigger1 = AnimElemtime(131) > 0
y = .33

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 1
persistent = 0
anim = 4040
postype = P1
pos = 40,-75
sprpriority = 10
ignorehitpause = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 3
persistent = 0
anim = 1430
postype = P1
pos = 50,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 14
persistent = 0
anim = 1430
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 59
persistent = 0
anim = 1430
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 30
persistent = 0
anim = 1430
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 44
persistent = 0
anim = 1430
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 20
persistent = 0
anim = 1430
postype = P1
pos = 45,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 76
persistent = 0
anim = 1430
postype = P1
pos = 45,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 82
persistent = 0
anim = 1430
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 92
persistent = 0
anim = 1430
postype = P1
pos = 45,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 106
persistent = 0
anim = 1430
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 121
persistent = 0
anim = 1430
postype = P1
pos = 45,-65
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 134
persistent = 0
anim = 10112
postype = P1
pos = 55,0
sprpriority = 10
ignorehitpause = 1
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 72
persistent = 0
anim = 1110
postype = P1
pos = 0,0
sprpriority = 10
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 77
persistent = 0
anim = 1115
postype = P1
pos = -10,15
sprpriority = 10
ownpal = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 65
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 0, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 3000]
type = Projectile
trigger1 = AnimElem = 121
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 0, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 50,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
getpower = 0
damage = 50,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 40,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3040
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 44
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3040
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 59
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 65
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 76
attr = S, HA
getpower = 0
damage = 150,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 5,10
sparkno = -1
hitsound = -1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
envshake.time = 15
envshake.ampl = 5
envshake.freq = 90
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0
numhits = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 82
attr = S, HA
getpower = 0
damage = 50,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 92
attr = S, HA
getpower = 0
damage = 40,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-70
hitsound = s1,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3030
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 106
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3040
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 121
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 3,10
sparkno = s4020
sparkxy = -25,-65
hitsound = s1,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 3040
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 134
attr = S, HA
damage = 80,8
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 24,26
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -7,-9
air.velocity = -7,-9
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p1stateno = 301066
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;憡庤摦嶌(搳偘捦傒)
[Statedef 3020]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3040

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;憡庤摦嶌(忋抜傗傜傟)
[Statedef 3030]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;憡庤摦嶌(壓抜傗傜傟)
[Statedef 3040]
type    = S
movetype= H
physics = S
velset = 0,0

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3030

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3010
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 柍幃丒堧擵抜

[Statedef 3100]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 2200
ctrl     = 0
sprpriority = 5

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 45

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2900]
time = 5
add = 250,120,210

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7600
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7610
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s12,5

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 2
value = s10,33

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 12
value = s10,34

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 19
value = s0,4

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = time = 0
anim = 2201
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
supermove = 1
removeongethit = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 21
anim = 2205
postype = P1
pos = 60,-15
sprpriority = 5
ownpal = 1

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElem = 8
edge = 60,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(12) >= 0 && AnimElemtime(14) < 0
edge = 40,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemtime(14) >= 0 && AnimElemtime(21) < 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12 | AnimElem = 14 | AnimElem = 15 | AnimElem = 16
trigger2 = AnimElem = 18 | AnimElem = 20 | AnimElem = 21 | AnimElem = 25
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 18
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 13
x = 30

[State 170, ]
type = Targetbind
triggerall = prevstateno = [1000,2900]
trigger1 = ProjHit2200 = 1
pos = 50,0

[State 810,]
type = EnvShake
trigger1 = AnimElem = 8
ampl = 8
freq = 95
time = 20

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElemtime(11) = 0
trigger2 = AnimElemtime(11) = 10
trigger3 = AnimElemtime(11) = 20
name = "01"
stateno = 2205
ID = 2205
helpertype = Player
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
pausemovetime = 0
ignorehitpause = 1

[State 3000]
type = Projectile
trigger1 = prevstateno != [2000,3000]
trigger1 = AnimElem = 8
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 70, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 3000]
type = Projectile
trigger1 = AnimElem = 9
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 140, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 3000]
type = Projectile
trigger1 = AnimElem = 10
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 210, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 280, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 350, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 3000]
type = Projectile
trigger1 = AnimElem = 11
projID = 2200
projanim = 2251
projremove = 0
projpriority = 10
projsprpriority = 10
projshadow = 0,0,0
projhitanim = -1
projremanim = -1
projhits = 5
projremovetime = 43
getpower = 0
ownpal = 10
offset = 420, 0
velocity = 0, 0
attr = S, HP
animtype = Hard
damage = 200 ,40
hitflag = MA
guardflag = M
hitsound = s12,8
guardsound = s2,1
pausetime = 0,2
sparkno = s4020
guard.sparkno = s4120
sparkxy = (floor(p2bodydist X)),-65 + (floor(p2bodydist Y))
ground.type = High
ground.hittime = 30
ground.slidetime = 30
ground.velocity = -12
air.velocity = -3, -6
air.juggle = 0
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
afterimage.time = -1
afterimage.length = 10
afterimage.palbright = 0,0,0
afterimage.palcontrast = 250,200,50
afterimage.paladd =  0,0,0
afterimage.palmul = .85,.75,.75
afterimage.timegap = 1
afterimage.framegap = 1
afterimage.trans = add

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
damage = 80,8
getpower = 0
animtype = Diagup
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 24,26
sparkno = s4010
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -7,-7.5
air.velocity = -7,-7.5
yaccel = .4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
envshake.time = 30
envshake.ampl = 6
envshake.freq = 90

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(32) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
triggerall = Movehit
trigger1 = var(32) > 4
trigger1 = AnimTime = 0
value = 2210

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 柍幃丒堧擵抜僿儖僷乕

[Statedef 2205]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 2210
ctrl     = 0
sprpriority = 0

[State 170, 柍揋]
type = NotHitBy
trigger1 = 1
value = SCA

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1100, ]
type = Trans
trigger1 = 1
trans = addalpha
alpha = 200,256

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 8
value = s0,4

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 3 | AnimElem = 4 | AnimElem = 5
trigger2 = AnimElem = 7 | AnimElem = 9 | AnimElem = 10
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 8
x = 20

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2
x = 30

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 50,5
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,4
guardsound = s2,1
ground.type = Low
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = 0
air.velocity = -5,-6
air.type = Low
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1001, 偙偺僿儖僷乕傪徚偡]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = Root,Anim != 2200

;---------------------------------------------------------------------------
; 摿庩挧敪

[Statedef 2210]
type     = S
movetype = I
physics  = S
anim     = 2215
velset   = 0,0
ctrl     = 0
sprpriority = 3

[State 1000, ]
type = Varset
trigger1 = time = 0
var(32) = 0

[State 1000, ]
type = Varset
triggerall = !Winko
trigger1 = Animtime = 0
var(33) = 200

[State 181,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,46

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 2220
pos = 0,0
sprpriority = 10
ownpal = 1
bindtime = 1

[State 195, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;憡庤摦嶌(忋抜傗傜傟)
[Statedef 2230]
type    = S
movetype= H
physics = S

[State 52, 1]
type = Hitfallset
trigger1 = 1
value = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1830]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3020

[State 1830]
type = SelfState
trigger1 = Enemy,Stateno != 3100
value = 5100

[State 1830]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 3900]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3905
ctrl     = 0
sprpriority = 20
facep2 = 1     ;举堂蕤诟籍輥i憡庤偺曽傪岦偄偰偐傜峌寕乯攚柺僟僂儞婲偒忋偑傝丄僟僢僔儏帪側偳

;;;screenpos偱屌掕
[state a]
type = null;posset
trigger1 = Time = [0,28]
y = -20*(Time=1)-20*(Time=2);-30*(Time=3)
;y = pos y - screenpos y + 200+-20*(Time=1)-20*(Time=2);-30*(Time=3)
;;;screenpos偱屌掕
[state a]
type = null;posset
trigger1 = Time = 30
y = 0
[state a]
type = null;ScreenBound
trigger1 = 1
value = 0
movecamera = 0,1

;[state a]
;type = varset
;trigger1 = time = 0 || time = 30
;fvar(13) = 1
;
;[state a]
;type = VarAdd
;trigger1 = Time = [1,2]
;fvar(13) = 0.1
;
;[state a]
;type = AngleDraw
;trigger1 = Time<=29
;scale = fvar(13),fvar(13)

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (P2Dist X>0)
trigger1 = !(BackEdgeBodyDist<90 & P2Dist X<90)
edge = 40,0

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = (FrontEdgeBodyDist<70)
edge = 75,0


;;;摿庩曗惓
[State -2, ]
type = VarSet
fvar(22) = fvar(22)-0.05
ignorehitpause = 1
;persistent = 0
triggerall = !IsHelper;;;helper偵傕曗惓偐偗偨偄側傜嵍徚偡
trigger1 = prevstateno=[1000,4000]
trigger1 = var(2)=3|var(2)=13
trigger1 = time=0



;;;MAX僉儍儞僙儖
[State -2, ]
type = VarSet
triggerall = var(2)=3|var(2)=13
trigger1 = prevstateno=[2000,4000]
trigger1 = time<=20
var(58)=3
;;;ignorehitpause = 1
persistent=0



;---------------------[13偱偺僎乕僕徚旓検]
[state a]
type = poweradd
triggerall = (var(2)=3|var(2)=13)
trigger1 = time = 0
value = -2000-1000*(NumHelper(9310)>0 & Helper(9310),var(3)=1)
;;俵俙倃敪摦偺嵺丄僎乕僕検傪var偱曐懚偟偨偺偱丄var傕楳傞丄PowerAdd傛傝偟偨偵抲偔
[state a]
type = VarAdd
triggerall = (var(2)=3|var(2)=13)
triggerall = var(55)>0
trigger1 = time=0
var(56) = -2000-1000*(NumHelper(9310)>0 & Helper(9310),var(3)=1)
;---------------------[惗敪摦僎乕僕徚旓]
[state a]
type = poweradd
triggerall = !(var(2)=3|var(2)=13)
trigger1 = time = 0
trigger1 = var(55) = 0;俵俙倃敪摦NO
value = -2000;2僎乕僕徚旓
;---------------------[俵俙倃敪摦拞僎乕僕徚旓]
[state a]
type = poweradd
triggerall = !(var(2)=3|var(2)=13)
trigger1 = time = 0
trigger1 = var(55) > 0;俵俙倃敪摦OK
value = -1000;侾僎乕僕徚旓
;---------------------[MAX廔椆]偙偙偺弴斣傪忋偵偟偰偟傑偆偲愭偵俵俙倃偑愗傟偨偙偲偵側傝僎乕僕偑梋暘偵徚旓偝傟傞
[state a]
type = varset
trigger1 = time = 0
v = 55
value = 0
;仾NEOMAX側偺偱HD儌乕僪廔椆
[state a]
type = varset
trigger1 = time = 0
v = 53
value = 0
;仾NEOMAX側偺偱HD僎乕僕徚旓
;------------------------------------------------------------------
;;;掆巭丄柍揋丄埫揮丂1F~28F掆巭偲埫揮偩偑丄0F~30F柍揋
;------------------------------------------------------------------
[State 2500, 挻昁嶦媄敪摦偺帪娫掆巭]
type = Pause
trigger1 = time = 1
time = 55
movetime = 55

[state 2500, Nothitby]
type = NotHitBy
trigger1 = Time = 0;;;0~30Fmuteki
value = SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
time = var(40)+22

[State 2500]
type = AssertSpecial
trigger1 = Time=70
trigger2 = 1
flag = NoFG
flag2 = NoMusic
ignorehitpause = 1
;------------------------------------------------------------------


[state 2500, Nothitby]
type = HitBy
trigger1 = 1
value2 = SCA,AA,AT
time = 2

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 0,-95
sprpriority = 20
ownpal = 1
bindtime = -1
supermove = 1
pausemovetime = 999

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 0,-95
sprpriority = 20
ownpal = 1
bindtime = -1
supermove = 1
pausemovetime = 999

[State 2000,];媄敪摦壒pikan
type = PlaySnd
trigger1 = time<=2
value = s3000,0+time
volume = 255
channel=3+time
;--------------------------
[State -2, AfterImage]
type = null;AfterImage
trigger1 = Time = 0
time = 999999999
trans = none
length = 5
timegap  = 3
framegap = 1
palcolor = 0
palinvertall = 0
palbright = 50,50,255
palcontrast = 255,255,255
palpostbright = 50,50,255
PalAdd = -40,-40,0
PalMul = 1,1,1

;---------------------[]
[state a]
type = AssertSpecial
trigger1 = time<70
flag = nobardisplay

;______________________________________________________________________________
;惡
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[State 180,]
type = VarRandom
trigger1 = time=0
v = 21
range = 0,4

[State 320, 壒傪柭傜偡]
type = PlaySnd
value = s10,39
channel = 0
volume = 255
trigger1 = var(21)=0
trigger1 = AnimElem=5


[State 320, 壒傪柭傜偡]
type = PlaySnd
value = s10,44
channel=0
volume=250
trigger1 = var(21)=1|var(21)=2
trigger1 = AnimElem=5


[State 320, 壒傪柭傜偡]
type = PlaySnd
value = s10,41
channel=0
volume=250
trigger1 = var(21)=3|var(21)=4
trigger1 = AnimElem=5


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem=10
value = s12,4
channel = 5
volume = 255

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = vel X!=0
x = 0
y = 0

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem=7
anim = 3917
postype = P1
pos = 10,10
bindtime = -1
sprpriority = 999
ownpal = 1
supermove = 1
pausemovetime = 999
removeongethit = 1
ontop=1
scale =0.5,0.5

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem=7
anim = 8163
postype = P1
pos = 0,-90
bindtime = -1
sprpriority = -9
ownpal = 1
supermove = 1
pausemovetime = 999
removeongethit = 1
ontop=1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem=7
anim = 3920
postype = P1
pos = 0,10
bindtime = -1
sprpriority = 999
ownpal = 1
supermove = 1
pausemovetime = 999
removeongethit = 1
ontop=1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 17
anim = 20110
persistent = 0
postype = P1
pos = -50,0
sprpriority = 999
ownpal = 1

;ikuze
[State 2000,]
type = PlaySnd
trigger1 = AnimElem=4
value = s3900,1
channel = 7
volume = 255


[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = NumProjID(3910)=0 & Time>130
trigger2 = Time >= 270
value = 3901
ctrl = 0


[State 1000, 僗僥乕僩曄峏]
type = null;VarSet
trigger1 = time = 0
var(17) = 0;256

[State 1000, 僗僥乕僩曄峏]
type = null;VarSet
trigger1 = !(var(17)=[0,256])
var(17) = 256*(var(17)>=254)


[State 3900,]
type = BGPalFX
trigger1 = 1;time = 0
time = 1
add = 0,0,0
mul = var(17),var(17),var(17)
sinadd = var(17),var(17),var(17),10
invertall = 0
color = 256


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem=16
value = s17,4
channel = 4
volume = 255

[State 3000]
type = Projectile
triggerall = prevstateno != [1000,3100]
triggerall = !(var(58)<=12)
trigger1 = AnimElemTime(20)=0
hitflag = P

projID = 3930
projanim = 3930
projremove = 0
projpriority = 21
projhitanim = 99999
projremanim = 99999
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 25
getpower = 0
ownpal = 1
offset = 0,-110
postype = P1
velocity = 22, 0
attr = S, SP
animtype = Hard
damage = 90 ,25
guardflag = M
hitsound = s12,4
guardsound = s2,1
pausetime = 0,12
guard.pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = HARD;Low
ground.slidetime = 17;;;憡庤偺峝捈
ground.hittime  = 17
guard.slidetime = 17
guard.hittime  = 17
ground.velocity = -6,-8
air.velocity = -3.6,-8
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ID = 3900
kill=0;;偙傟偱KO偝偣側偄

[State 3000]
type = Projectile
triggerall = (var(58)<=12)
trigger1 = AnimElemTime(20)=0
hitflag = MAFP

projID = 3930
projanim = 3930
projremove = 0
projpriority = 21
projhitanim = 99999
projremanim = 99999
projsprpriority = 999
projshadow = 0,0,0
projremovetime = 25
getpower = 0
ownpal = 1
offset = 0,-110
postype = P1
velocity = 22, 0
attr = S, SP
animtype = Hard
damage = 90+110*(var(2)=3|var(2)=13),25
guardflag = M
hitsound = s12,4
guardsound = s2,1
pausetime = 0,12
guard.pausetime = 0,10
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = HARD;Low
ground.slidetime = 17;;;憡庤偺峝捈
ground.hittime  = 17
guard.slidetime = 17
guard.hittime  = 17
ground.velocity = -6,-8
air.velocity = -3.6,-8
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ID = 3900
kill=0;;偙傟偱KO偝偣側偄

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem= 15
anim = 27000
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 999
ownpal = 1
supermove = 1
pausemovetime = 999
removetime=-2
;removeongethit = 1
ontop=1
scale =0.5,0.5


[State 1000, 僗僥乕僩曄峏]
type = VarSet
trigger1 = time=0
fvar(17) = 0

[State 1000, 僗僥乕僩曄峏]
type = VarSet
fvar(17)=3900
ignorehitpause = 1
persistent=0
trigger1 = (ProjHitTime(3930)>=1)

[State 1000, 僗僥乕僩曄峏]
type = VarSet
var(58)=3
ignorehitpause = 1
persistent=0
trigger1 = (ProjHitTime(3930)>=1)

[State 1000, 僗僥乕僩曄峏]
type = VarSet
var(46)=0
ignorehitpause=1
persistent=0
trigger1 = (ProjHitTime(3930)>=1)

;敋壒
[State 2000,]
type = PlaySnd
triggerall = (fvar(17)=1)
trigger1 = AnimElemTime(20) >= 0
trigger1 = Time <= 130
trigger1 = (Time%10=0)
value = s12,5;10
;channel = 0
volume = 255


[State 3000]
type = Projectile
hitflag = MAFP

triggerall = (fvar(17)=3900)
triggerall = (var(58)<=12)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<150
trigger1 = (Time%4=0)
projID = 3910
projanim = 11111
projremove = 0
projpriority = 1
projhitanim = 99999
projremanim = 99999
projsprpriority = 22
projshadow = 0,0,0
projremovetime = 25
getpower = 0
ownpal = 1
offset = -20,0
postype = back
velocity = 0, 0
attr = S, SP
animtype = Hard
damage = 20+20*(var(2)=3|var(2)=13),5
guardflag = M
hitsound = s12,7
guardsound = s2,1
pausetime = 0,0
sparkno = s4401+10*(Random%4)
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = HARD;Low
ground.slidetime = 19;;;憡庤偺峝捈
ground.hittime  = 19
guard.slidetime = 17
guard.hittime  = 17
ground.velocity = -5
air.velocity = -5.6,-5
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ID = 3900
persistent=9
p2stateno=55030

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
;ignorehitpause = 1
persistent=5
triggerall = (fvar(17)=3900)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<150
trigger1 = (Time%10=0)
ID=3911
anim = 3911
postype = back
pos = (Time)*5-360,230
sprpriority = 21
scale = 0.5,0.5
;removetime=60
;bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
;ignorehitpause = 1
persistent=5
triggerall = (fvar(17)=3900)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<150
trigger1 = (Time%10=0)
ID=3911
anim = 3911
postype = back
pos = (Time)*5-260,230
sprpriority = 21
scale = 0.5,0.5
;removetime=60
;bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
;ignorehitpause = 1
persistent=5
triggerall = (fvar(17)=3900)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<200
trigger1 = (Time%10=0)
ID=9506
anim = 9506
postype = back
pos = (Time)*5-300,230
sprpriority = 21
scale = 0.5,0.5
;removetime=60
;bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
;ignorehitpause = 1
persistent=5
triggerall = (fvar(17)=3900)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<200
trigger1 = (Time%10=0)
ID=9506
anim = 9506
postype = back
pos = (Time)*5-350,240
sprpriority = 21
scale = 0.75,1
;removetime=60
;bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
;ignorehitpause = 1
persistent=5
triggerall = (fvar(17)=3900)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<200
trigger1 = (Time%10=0)
ID=9506
anim = 9506
postype = back
pos = (Time)*5-220,230
sprpriority = 21
scale = 0.75,1
;removetime=60
;bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
;ignorehitpause = 1
persistent=5
triggerall = (fvar(17)=3900)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<200
trigger1 = (Time%10=0)
ID=9506
anim = 9506
postype = back
pos = (Time)*5-420,230
sprpriority = 21
scale = 0.75,1
;removetime=60
;bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
;ignorehitpause = 1
persistent=5
triggerall = (fvar(17)=3900)
trigger1 = AnimElemTime(19)>=0
trigger1 = Time<200
trigger1 = (Time%10=0)
ID=9506
anim = 9506
postype = back
pos = (Time)*5-520,240
sprpriority = 21
scale = 0.75,1
;removetime=60
;bindtime=5
;__________________________________________________
;	僸僢僩墘弌
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
ignorehitpause = 1
persistent = 0
trigger1 = movehit=1
anim = 4411
postype = P2
pos = -15,-90
random = 100,100;弌尰埵抲傪儔儞僟儉偵偡傞応崌偺丄弌尰斖埻傪巜掕丅
sprpriority = 990
ID = 4400
removetime=60
bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
ignorehitpause = 1
persistent = 0
trigger1 = movehit=2
anim = 4401
postype = P2
pos = -15,-90
random = 100,100;弌尰埵抲傪儔儞僟儉偵偡傞応崌偺丄弌尰斖埻傪巜掕丅
sprpriority = 990
ID = 4400
removetime=60
bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
ignorehitpause = 1
persistent = 0
trigger1 = movehit=1
anim = 4421
postype = P2
pos = -15,-90
random = 100,100;弌尰埵抲傪儔儞僟儉偵偡傞応崌偺丄弌尰斖埻傪巜掕丅
sprpriority = 990
ID = 4400
removetime=60
bindtime=5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
ignorehitpause = 1
persistent = 0
trigger1 = movehit=1
anim = 4431
postype = P2
pos = -15,-90
random = 100,100;弌尰埵抲傪儔儞僟儉偵偡傞応崌偺丄弌尰斖埻傪巜掕丅
sprpriority = 990
ID = 4400
removetime=60
bindtime=5
;----------------------------------------------------------------------------
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;__________________________________________________
;	僸僢僩墘弌俀
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
[State 2000,]
type = PlaySnd
trigger1 = movehit = 1
value = s12,7
;channel = 0
volume = 250

[State 2100,]
type = Envcolor
trigger1 = ProjContactTime(0)=1;;; && ProjContactTime(0) < 15
time = 2
value = 255,255,255
under = 0
;persistent = 0;侽偺応崌丄帩懕惈偺僩儕僈乕偱傕1夞偟偐僗僥僐儞偑幚峴偝傟傑偣傫丅廳梫丅徣棯帪偼1丅
;ignorehitpause = 1

;----------------------------------------------------------------------------
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;---------------------------------------------------------------------------
; NEO MAX挻昁嶦媄 棤昐擉廍堧幃丒揤憄塤(偆傜侾侾侾偟偒丒偁傑偺傓傜偔傕)
;===========================================================================
[Statedef 3901]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 3901
ctrl     = 0
sprpriority = 21

[State 1000, ]
type = Varadd
triggerall = AnimElemtime(21) > 0
trigger1 = command = "c"
var(32) = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeAnim
trigger1 = AnimElemTime(8)>=0 & AnimElemTime(9)<0
trigger1 = !(win)
value=3901
elem=9
[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimElemTime(8)>=0
trigger1 = (win)
value=0
ctrl=1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime=0
value=0
ctrl=1


[State 1000, 僗僥乕僩曄峏]
type = null;Ctrlset
trigger1 = AnimElemTime(8)>0
trigger1 = Win
value=1

[state 2500, Nothitby]
type = NotHitBy
trigger1 = (Anim=3902)|(NumEnemy>=2&Enemy(0),MoveType=H)|(NumEnemy>=2&Enemy(1),MoveType=H)
value = SCA,NA,NP,NT,SA,SP,ST,HA,HP,HT
time = 3


[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = Anim=3901
x = 0
y = 0

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = Anim=3907 & Time<=3
x = 10
y = 0

[State 810, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 20,0

[State 1000, 僗僥乕僩曄峏]
type = VarSet
trigger1 = time = 0
var(17) = 0;256

[State 1000, 僗僥乕僩曄峏]
type = VarSet
trigger1 = !(var(17)=[0,256])
var(17) = 256*(var(17)>256)

[State 1000, 僗僥乕僩曄峏]
type = null;VarAdd
trigger1 = AnimElemTime(14)<=0
var(17) = -4

[State 1000, 僗僥乕僩曄峏]
type = VarAdd
trigger1 = AnimElemTime(1)>=0
var(17) = 4

[State 3900,]
type = BGPalFX
trigger1 = 1;time = 0
time = 1
add = 0,0,0
mul = var(17),var(17),var(17)
sinadd = var(17),var(17),var(17),10
invertall = 0
color = 256

[Statedef 55030]
type    = A
movetype= H
physics = N
velset = 0,0;;;妱偲廳梫

[State 1100, 僄僼僃僋僩昞帵]
type = ScreenBound
trigger1 = 1
value=0
movecamera=1,0

[State 1830]
type = ChangeAnim2;1p偺air傪棙梡偟憡庤偵偝偣傞
Trigger1 = Time = 0
value = 5030

[State 1830]
type = ChangeState
trigger1 = HitShakeOver
value = 55031
;---------------------------------------------------------------------------
;;;;嬻拞偱僟僂儞夞旔晄壜
;; pos Y >= -10偱SelfState偝偣傞偺偱僊儕僊儕嬻拞庴偗恎偼偝傟傞偑偙偪傜偺僐儞儃偵巟忈側偟
;---------------------------------------------------------------------------
[Statedef 55031]
type    = A
movetype= H
physics = N

[State 1100, 僄僼僃僋僩昞帵]
type = ScreenBound
trigger1 = 1
value=1
movecamera=1,0

[State 1830]
type = ChangeAnim2;1p偺air傪棙梡偟憡庤偵偝偣傞
Trigger1 = Time = 0
value = 5030

[State 1830]
type = ChangeAnim2;1p偺air傪棙梡偟憡庤偵偝偣傞
Trigger1 = Time = 3
value = 5035

[State 1830]
type = ChangeAnim2;1p偺air傪棙梡偟憡庤偵偝偣傞
Trigger1 = Time = 5
value = 5050

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1830]
type = ChangeState
value = 4100
trigger1 = pos Y>0 & vel Y>0;;;Pos Y+Vel Y>=0
trigger2 = time>=150

[State 1830]
type = SelfState
value = 5100
trigger1 = pos Y>0 & vel Y>0
trigger2 = time>=150

[Statedef 4100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 55110 ;HIT_LIEDOWN

[State 5100, 7]
type = SelfState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 5110 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 1830]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = time >= 20
value = 55101

[Statedef 55101]
type    = L
movetype= H
physics = N

[State 1100, 僄僼僃僋僩昞帵]
type = ScreenBound
trigger1 = 1
value=1
movecamera=1,0


[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 55110

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5120
;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 55110]
type    = L
movetype= H
physics = N


[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = ChangeState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150



[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

;;;;捛壛婰弎
[State 5101, 6] ;Hit ground
type = SelfState
value = 5110
trigger1 = Time>=16


[Statedef 19800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 19800
ctrl     = 0
sprpriority = 5

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 柍揋]
type = NotHitBy
trigger1 = AnimElem = 4
value = SCA
time = 3

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2999]
time = 5
add = 250,120,210

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 20
anim = 88799
pos = 50,0
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
scale = 0.5,0.5

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7600
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7610
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,39

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -20,-65
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p1stateno = 25000
p2stateno = 3020
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 25000]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 25000
ctrl     = 0
sprpriority = 5

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 19
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 30
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 140
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 154
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 161
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 167
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 173
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 179
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 185
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 191
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 197
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 203
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 209
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 215
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 221
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 227
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 233
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 239
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 245
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 251
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 257
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 263
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 269
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 275
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAFD
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -60,0
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p2stateno = 3021
palfx.time = 30
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = TIME = 154
persistent = 0
anim = 13150
postype = P1
pos = 100,0
sprpriority = 10
removetime = 180

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 25001
ctrl = 1

[Statedef 25001]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 25001
ctrl     = 0
sprpriority = 5

[State 2900, 1];
type = helper
trigger1 = TIME = 259
id = 2100
persistent = 99
name = "muni"
pos = 50,25
postype = P1
stateno = 30542
helpertype = normal
keyctrl = 0
ownpal = 1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = TIME = 3
persistent = 0
anim = 9920
postype = P1
pos = -10,-50
sprpriority = 10
removetime = 250
scale = 1,1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = TIME = 259
persistent = 0
anim = 8100
postype = P1
pos = 0,0
sprpriority = -9
removetime = 75
scale = 1,1

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = TIME = 3
persistent = 0
anim = 10160
postype = P1
pos = -10,-70
sprpriority = 10
removetime = 250
scale = 0.5,0.5

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = TIME = 3
persistent = 0
anim = 10161
postype = P1
pos = -10,-70
sprpriority = 10
removetime = 250
scale = 0.5,0.5

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,21

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s10,32

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 30542]
type    = A
movetype= A
physics = S
sprpriority = 99
anim = 10093

[State 1000,explods]
type = Explod
trigger1 = Random < 200
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = Random < 200
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = Random < 200
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = Random < 200
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 3000, Projectile]
type = Projectile
trigger1 = time = 1
projID = 1002
projanim = 20702
projhitanim = 3104
projremanim = 3104
projremove = 0
projpriority = 7
projhits = 2
projsprpriority = 98
projhitanim = -1
projremovetime = 48
projmisstime = 2
projhits = 20
getpower = 0
ownpal = 1
offset = 25,0
velocity = 0,0
accel = 0,0
attr = A, HA
animtype = Diagup
damage = 100,20
hitflag = MAF
guardflag = MA
hitsound = s12,3
guardsound = s26,0
pausetime = 0,5
sparkno = s1660
guard.sparkno = s4120
sparkxy = 0,0
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -5,-7
air.velocity = -5,-7
air.type = Low
fall.recover = 0
fall = 1
getpower = 100,120
id = 17000
EnvShake.time = 15
EnvShake.freq = 200
EnvShake.ampl = -4
projscale = 0.5,1
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 6009, DestroySelf]
type = DestroySelf
triggerall = time > 0
trigger1 = animtime = 0
;---------------------------------------------------------------------------
; 相手動作(上段)
[Statedef 3020]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3020

[State 0, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手動作(下段)
[Statedef 3021]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = -20,0

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 5080

[State 0, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 25225]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 25225
ctrl     = 0
sprpriority = 5

[State 1043, 2];堏摦
type = VelSet
trigger1 = AnimElem = 1
x = -2

[State 1043, 2];堏摦
type = VelSet
trigger1 = AnimElem = 5
x = -2

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 170, 柍揋]
type = NotHitBy
trigger1 = AnimElem = 4
value = SCA
time = 3

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [1000,1999]
time = 5
add = 230,230,230

[State 700,];揰柵
type = palfx
triggerall = time = 0
trigger1 = prevstateno = [2000,2999]
time = 5
add = 250,120,210

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -2000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7100
pos = 10,-65
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = time = 0
anim = 7110
pos = 10,-65
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7600
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [2000,2999]
anim = 7610
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000,]
type = PlaySnd
trigger1 = time = 0
value = s9,1

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,39

[State 1100, ]
type = Varset
trigger1 = time = 0
var(33) = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = TIME = 12
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4020
sparkxy = -20,-65
hitsound = s1,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
envshake.time = 10
envshake.ampl = -4
envshake.freq = 150
p1stateno = 25226
p2stateno = 46020

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 25226]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 25226
ctrl     = 0
sprpriority = 5

[state a]
type = explod
trigger1 = time = 0
anim = 23000
pos = 0,0
postype = back
sprpriority = -99999
supermove = 1
bindtime = -1
removetime = 1000
scale = 1.1,1.1

[state a]
type = velset
trigger1 = time >= 0 && time <= 60
trigger1 = pos x < -50
trigger1 = facing = 1
x = 5

[state a]
type = velset
trigger1 = time >= 0 && time <= 60
trigger1 = pos x > -45
trigger1 = facing = 1
x = -5

[state a]
type = velset
trigger1 = time >= 0 && time <= 60
trigger1 = pos x >= -50 && pos x <= -45
trigger1 = facing = 1
x = 0


[state a]
type = velset
trigger1 = time >= 0 && time <= 60
trigger1 = pos x > 50
trigger1 = facing = -1
x = 5

[state a]
type = velset
trigger1 = time >= 0 && time <= 60
trigger1 = pos x < 45
trigger1 = facing = -1
x = -5

[state a]
type = velset
trigger1 = time >= 0 && time <= 60
trigger1 = pos x <= 50 && pos x >= 45
trigger1 = facing = -1
x = 0


[State 2000, 2]
type = Helper
trigger1 = numhelper(87872) <= 0
trigger1 = AnimElem = 4
helpertype = player
name = "454213"
ID = 87872
pos = 140,0
postype = P1
facing = 1
stateno = 87872
keyctrl = 0
ownpal = 1
SUPERMOVETIME = 999
PAUSEMOVETIME = 999

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 25227
ctrl = 1

[Statedef 25227]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 25227
ctrl     = 0
sprpriority = -2

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 14
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 24
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 34
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 44
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 54
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 64
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 7, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 74
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 7, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 84
projID = 8110
projanim = 8110
projremove = 1
projpriority = 1
projhitanim = 10112
projremanim = 10112
projsprpriority = 5
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 25228
ctrl = 1

[Statedef 25228]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
anim     = 25228
ctrl     = 0
sprpriority = -2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -15,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S18,0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -25,-55
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -20,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-55
hitsound = s15,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 49
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -15,-55
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -25,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 56
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -20,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 59
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-55
hitsound = s15,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 65
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 70
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 75
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 82
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -15,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 85
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -25,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 87
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -20,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 90
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-55
hitsound = s15,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 93
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 96
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 101
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 25229
ctrl = 1

[Statedef 25229]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 25229
sprpriority = 2

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 14
projID = 2500
projanim = 23101
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 40
ownpal = 1
offset = 50,0
velocity = 0
attr = A, HA
animtype = up
damage = 80 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 18
projID = 2500
projanim = 23101
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 40
ownpal = 1
offset = 100,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 22
projID = 2500
projanim = 23101
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 40
ownpal = 1
offset = 150,0
velocity = 0
attr = A, HA
animtype = up
damage = 80 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 26
projID = 2500
projanim = 23101
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 40
ownpal = 1
offset = 200,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 26
projID = 2500
projanim = 23101
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 40
ownpal = 1
offset = 250,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 50
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 46020]
type = A
movetype = H
physics = N
velset = 0,0

[State 埵抲堏摦]
type = posset
triggerall = time < 15
trigger1 = pos X != [-20,0]
trigger1 = facing = 1
trigger2 = pos X != [0,20]
trigger2 = facing = -1
y = 0
x = ifelse(facing= 1, ifelse(pos X < 0,pos X + time,Pos X - time),ifelse(pos X > 0,pos X -time,Pos X + time))

[State 埵抲屌掕];(堏摦掆巭)
type = posset
trigger1 = time = 16
trigger2 = time < 16
trigger2 = pos X = [-20,20]
y = 0
x = ifelse(facing=1,-20,20)


[State 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 0, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 30,0

[State 0, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 5015

[State 0, SelfState]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;空蛇
[Statedef 6523]
type    = A
movetype= A
physics = N
juggle  = 8
ctrl = 0
velset   = 0,0
anim     = 12543
sprpriority = 0

[State 170, 柍揋]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 32

[State 810, 暔棟揑側僉儍儔偺暆]
type = null;Width
trigger1 = 1
edge = 25,0

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
darken = 0
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-60
postype = p1
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1


[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = 0,-60
postype = p1
sprpriority = -5
ownpal = 1
bindtime = 1
supermove = 1

[State 700, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = TIME = 30
anim = 2025
postype = P1
pos = 0,0
bindtime = -1
sprpriority = 5
ownpal = 1
removeongethit = 1

[State 1100, 1]
type = Explod
trigger1 = TIME = 30
anim = 2020
ID = 1610
postype = p1
pos = 60,0
bindtime = 1
sprpriority = 3
supermovetime = 30
ownpal = 1

[State 9090]
type = Explod
triggerall = animelem = 3
trigger1 = (prevstateno = [1000,1800])
trigger2 = (prevstateno = [1500,1000])
trigger3 = prevstateno = 1550
anim = f7500
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
;bindtime = -1
persistent = 0
pausemovetime = 9999999
supermovetime = 9999999

[State 9090]
type = Explod
triggerall = animelem = 3
trigger1 = (prevstateno = [1000,1800])
trigger2 = (prevstateno = [1500,1000])
trigger3 = prevstateno = 1550
anim = f7510
pos = 0,75
postype = Left
sprpriority = 9
supermove = 1
ownpal = 1
;bindtime = -1
persistent = 0
pausemovetime = 9999999
supermovetime = 9999999

[State 1050,hd ]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HP
damage = 250,25
getpower = 0
animtype = Hard
guardflag = M
hitflag = MAFP
priority = 3, Hit
pausetime = 0,10
sparkno = -1
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s12,8
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 23
ground.velocity = -5,-5.5
air.velocity = -5,-5.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1


[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 2000,]
type = PlaySnd
trigger1 = AnimElem = 4
value = s10,22
channel = 10

[State 3000, ]
type = Varset
trigger1 = time = 0
var(25) = 0

[State 1100, ]
type = Varset
trigger1 = time = 0
var(20) = 0

[State a]
type = null;VelAdd
trigger1 = animelem = 1, >= 0
trigger1 = animelem = 4, < 0
y = .6

[State 1300, 2]
type = VelSet
trigger1 = AnimElem = 6
x = -2.0
y = -3.0

[State a]
type = VelAdd
trigger1 = animelem = 6, >= 0
x = -.2
y = .6

[State a]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 11610

;---------------------------------------------------------------------------
[Statedef 11610]
type     = S
movetype = I
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 47
ctrl     = 0
sprpriority = 2

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = time = 1
value =1310,1

[State 1000,]
type = Posset
trigger1 = time = 0
y = 0

[State 1000, 幉埵抲堏摦]
type = Velset
trigger1 = time = 0
x = 0
y = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 490000]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
poweradd= -1000
anim = 3450
ctrl = 0


;---------------------[挻昁嶦媄墘弌]
[State 2000, 2]
type = SuperPause
trigger1 = time = 0
time = 50
movetime = 50
anim = -1

[State 1000, 5]
type = Explod
trigger1 = time = 0
anim = 7000
sprpriority = -1
postype = p1
pos = -1,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1

[State 1000, 5]
type = Explod
trigger1 = Time = 10
anim = 7010
sprpriority = 1
postype = p1
pos = -1,-90
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 3040, 7]
type = EnvColor
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
time = 1
value = 255,255,255
under = 2

[State 3040, 7]
type = EnvColor
trigger1 = time = 1
persistent = 0
ignorehitpause = 1
time = 50
value = 0,0,0
under = 2


;---------------------[sound]
[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = s9,2

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 2
value = s10,43

;---------------------[end]
[state a]
type = changestate
trigger1 = animtime = 0
value = 490100

[Statedef 490100]
type    = S
movetype= A
physics = N
velset = 0,0
juggle = 15
anim = 4901
ctrl = 0

;---------------------[柍揋張棟]
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 1
value = s12,8

[State 2000, 6]
type = PlaySnd
trigger1 = Time = 5
value = s12,6

[State 1000, 5]
type = Explod
trigger1 = time = 1
anim = 49011
sprpriority = 0
postype = p1
pos = 0,0
bindtime = -1
supermove = 1
under = 0
ownpal = -1
scale = 1,1.5
;---------------------[柍揋張棟]
[State 1000, 5]
type = Explod
trigger1 = ProjHit = 1
trigger2 = ProjGuarded = 1
anim = 22109 + var(35)
sprpriority = 6
postype = p2
pos = 0,-60
bindtime = -1
supermove = 1
ignorehitpause =0
under = 0
ownpal = 1





[State 2900, 1];
type = helper
trigger1 = time = 111
id = 4901
persistent = 0
name = "云气柱"
pos = 90,20
postype = P1
stateno = 490400
helpertype = normal
keyctrl = 0
ownpal = 0
supermove = 1
pausemove = 1


[State 2900, 1];
type = helper
trigger1 = time = 111
id = 4901
persistent = 0
name = "云气柱"
pos = -90,20
postype = P1
stateno = 490500
helpertype = normal
keyctrl = 0
ownpal = 0
supermove = 1
pausemove = 1



[State 2900, 1];
type = helper
trigger1 = time = 120
id = 4901
persistent = 0
name = "云气柱"
pos = 150,20
postype = P1
stateno = 490400
helpertype = normal
keyctrl = 0
ownpal = 0
supermove = 1
pausemove = 1


[State 2900, 1];
type = helper
trigger1 = time = 120
id = 4901
persistent = 0
name = "云气柱"
pos = -150,20
postype = P1
stateno = 490500
helpertype = normal
keyctrl = 0
ownpal = 0
supermove = 1
pausemove = 1


[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 3000, Projectile]
type = Projectile
;trigger1 =  Time <= 105 ;animelem = 7
triggerall = time <= 170
trigger1 = (GameTime%5) = 1
projID = 4903
projanim = 4903
projhitanim = -1
;;projremove = 1
projpriority = 99999999999999999999
projsprpriority = 999999999999999999999
projremove = 0
Projremovetime = 40
getpower = 250,10
ownpal = 1
;offset = 50,-100
offset = -2,0
velocity = 0
attr = S, HP;A,NA
animtype = diagup;up
damage = 20,10
guardflag = M
hitflag = MAFD
hitsound = s12,2
guardsound = s2,0
pausetime = 0,2
sparkno = -1;s22109 + root,var(35)
guard.sparkno = -1;s22109 + root,var(35)
sparkxy = 15,-65 + (floor(p2bodydist Y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = 0, -7
air.velocity = 0, -7
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1
p2stateno = 19000
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1




[state a]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 490400]
type = A
movetype = A
physics = N
velset = 0,0
anim = 999
ctrl = 0
sprpriority = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[state a];
type = playsnd
trigger1 = animelem = 1
value = 193,2


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 5
time = 5
ampl = -15
freq = 10
phase = 10

;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 =  Time = 0 ;animelem = 7

projID = 4904
projanim = 4904
projhitanim = -1
;;projremove = 1
projpriority = 99999999999999999999
projsprpriority = 999999999999999999999
projremove = 0
Projremovetime = 47


getpower = 250,10
ownpal = 1
;offset = 50,-100
offset = 0,0
velocity = 0
attr = A,NA
animtype = up
damage = 10,5
hitflag = MAF
guardflag = M

hitsound = s12,4
guardsound = s2,0
pausetime = 0,2
sparkno = s1660 + root,var(35)
guard.sparkno = s22113
sparkxy = 10,-65 + (floor(p2bodydist Y))

ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -5, -2.5
air.velocity = -5, -2.5
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1
p2stateno = 19000
projscale = 0.75,1
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 821, 4]
type = destroyself
trigger1 = animtime = 0

[Statedef 490500]
type = A
movetype = A
physics = N
velset = 0,0
anim = 999
ctrl = 0
sprpriority = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[state a];
type = playsnd
trigger1 = animelem = 1
value = 193,2


[State 1020, 4]
type = EnvShake
trigger1 = animelem = 5
time = 5
ampl = -15
freq = 10
phase = 10

;---------------------[柍揋張棟]
[State 3000, Projectile]
type = Projectile
trigger1 =  Time = 0 ;animelem = 7

projID = 4905
projanim = 4905
projhitanim = -1
;;projremove = 1
projpriority = 99999999999999999999
projsprpriority = 999999999999999999999
projremove = 0
Projremovetime = 47


getpower = 250,10
ownpal = 1
;offset = 50,-100
offset = 0,0
velocity = 0
attr = A,NA
animtype = up
damage = 10,5
hitflag = MAF
guardflag = M

hitsound = s1,4
guardsound = s121,0
pausetime = 0,2
sparkno = s1660 + root,var(35)
guard.sparkno = s22113
sparkxy = 10,-65 + (floor(p2bodydist Y))

ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -5, -2.5
air.velocity = -5, -2.5
air.type = Low
air.hittime = 12
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
fall.recover = 0
fall = 1
p2stateno = 19000
projscale = 0.75,1
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 19000
trigger1 = Random < 200
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 821, 4]
type = destroyself
trigger1 = animtime = 0

[Statedef 19000]
type    = S
movetype= H
physics = N
velset = 0,0


[State 9000, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9000, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9000, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9000, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9000, 6]
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 && GetHitVar(fall)
trigger2 = Pos Y != 0
value = a

[State 9000, 7]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19001

[State 9000, 8]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19001]
type    = S
movetype= H
physics = S

[State 9001, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9001, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5005 + GetHitVar(animtype) + (GetHitVar(groundtype)=2)*10

[State 9001, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9001, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9001, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9001, 7]
type = SelfState
trigger1 = HitOver
value = 0
ctrl = 1

[Statedef 19010]
type    = C
movetype= H
physics = N
velset = 0,0


[State 9010, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = 5020 + GetHitVar(animtype)

[State 9010, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9010, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 9010, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9010, 6]
type = ChangeState
trigger1 = HitShakeOver
trigger1 = GetHitVar(yvel) = 0
value = 19011

[State 9010, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5020
persistent = 0
time = 6
waveform = square

[State 9010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5021
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5022
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19011]
type    = C
movetype= H
physics = C

[State 9011, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1

[State 9011, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 5025 + GetHitVar(animtype)

[State 9011, 4]
type = VelMul
trigger1 = Time >= GetHitVar(slidetime)
x = .6

[State 9011, 5]
type = VelSet
trigger1 = HitOver
x = 0

[State 9011, 6]
type = DefenceMulSet
trigger1 = HitOver
value = 1

[State 9011, 7]
type = SelfState
trigger1 = HitOver
value = 11
ctrl = 1

[Statedef 19020]
type    = A
movetype= H
physics = N
velset = 0,0


[State 9020, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 9020, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 9020, 4]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype)

[State 9020, 5]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 9020, 6]
type = ChangeState
trigger1 = HitShakeOver
value = 19030

[State 9020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 9020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 9020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[Statedef 19030]
type    = A
movetype= H
physics = N
ctrl = 0


[State 9030, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9030, 3]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 9030, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 5040

[State 9030, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0
trigger2 = Pos Y >= 10
value = 19050

[State 9030, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 19035

[Statedef 19035]
type    = A
movetype= H
physics = N

[State 9035, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059]
trigger1 = Anim != 5090
value = 5035

[State 9035, 3]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9035, 4]
type = SelfState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035
value = 5040

[State 9035, 5]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = AnimTime = 0
trigger3 = Vel Y > 0
trigger3 = Pos Y >= 10
trigger4 = Time = 0
trigger4 = Anim != 5035.
value = 19050

[Statedef 19050]
type    = A
movetype= H
physics = N

[State 9050, 2]
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090
value = 5050

[State 9050, 3]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 9050, 4]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 9050, 5]
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 9050, 6]
type = SelfState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 9050, 7]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100

[Statedef 30100]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.35,0.35

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 3000, Super A]
type = SuperPause
trigger1 = AnimElem = 2
pos = -10, -64
time = 45
anim = s7000
sound = s10,9
poweradd = -1000

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s154,0

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s6,17

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 7150
ID = 7100
pos = 35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1021
ID = 1021
pos = 45,5
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -3,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3011
ID = 3011
pos = -40,-44
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,0.15
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3011
ID = 3011
pos = -40,-44
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,0.15
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= 12 && time <= 18
x = 12
y = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = time >= 12
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 200, 12
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 0,0
sparkno = -1
sparkxy = 0,-60
hitsound   = s1,4
guardsound = 554,2
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
p2stateno = 31000
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8                  ;Accelerate p2 downwards rapidly
palfx.time = 120
palfx.add  = 80,-70,-200
palfx.sinadd = 0,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

;This controller below makes Kung Fu man change to a success state if he
;successfully hits the Smash Kung Fu Upper.
[State 3050, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Movehit
value = 30120
ctrl = 0

[State 3050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 30110
ctrl = 0

[Statedef 30110]
type    = S
movetype= A
physics = S
anim = 3051

[State 3051, 1]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2200,388
volume = 250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4000,288

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7150
ID = 7100
pos = 0,4
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 5,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = 0
;ignorehitpause =
;persistent =


[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 31000]
type    = S
movetype= A
physics = S
anim = 5051

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = -20
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 20
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 21
x = 0
y = -260
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = time = 36
x = 0
y = 15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = 46
x = 0
y = 0.5
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 21
value = 5061
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 20
x = 0
y = -800
;ignorehitpause =
;persistent =

[State 3051, 2]
type = ChangeState
trigger1 = time = 1000
value = 0
ctrl = 1

[Statedef 30120]
type    = S
movetype= A
physics = S
anim = 3052
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,44
volume = 250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S5554,1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.35,0.35

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 300
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7150
ID = 7100
pos = 0,4
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 5,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 3051, 1]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S9554,1
freqmul = 0.9
loop = 0
pan = 0

;[State 0, Pause]
;type = Pause
;trigger1 = time >= 20 && time <= 31
;trigger1 = time % 3
;time = 2
;movetime = 0
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)

;[State 0, SuperPause]
;type = SuperPause
;trigger1 = time = 32
;time = 20
;anim = -1
;sound = -1
;pos = 99999,99999
;move = 0
;darken = 0
;p2defmul = 0
;poweradd = 0
;unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S2224,0

[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 200, 12
getpower  = 0
priority  = 5
hitflag   = MAFD
guardflag = MA
pausetime = 2,0
sparkno = -1
sparkxy = 0,-60
hitsound   = s1,4
guardsound = 554,2
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = 0,-25
guard.velocity = -11
air.velocity = 0,-25
airguard.velocity = -4.5,-5
envshake.time = 45           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 186
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 150             ;p2 will take 50 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
p2stateno = 3130
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8                  ;Accelerate p2 downwards rapidly
palfx.time = 120
palfx.add  = 80,-70,-200
palfx.sinadd = 0,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1660
ID = 3053
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
pos = 0,-100
supermove = 999999
pausemove = 999999
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1033
ID = 1033
pos = 25,3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1033
ID = 1033
pos = -45,3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,1
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1033
ID = 1033
pos = 55,3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = .7,.7
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 1033
ID = 1033
pos = -75,3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = .7,.7
sprpriority = 6
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent = 1


[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3130]
type    = A
movetype= H
physics = N
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = -100
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 3150 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3135 ;HITA_UP (transition)

[Statedef 3150]
type    = A
movetype= H
physics = N

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 1
value = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 5100 ;HIT_BOUNCE

[Statedef 3135]
type    = A
movetype= H
physics = N

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5035)
trigger1 = Anim != [5051,5059] ;Not if in hit up anim
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5035

[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 3150 ;HITA_FALL

[Statedef 35507]
type  = s
movetype = H
physics = S
velset = 0,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 99515, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 99515, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 99515, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 31005


[State 99515, ANIM2]
type = SelfState
trigger1 = Animtime = 0
value = 5110
ctrl = 1

[Statedef 310000]
type     = S
movetype = A
physics  = S
juggle   = var(10)
velset   = 0,0
anim     = 31000
poweradd = -2000
ctrl     = 0

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = -10, 10
time = 45
anim = s10093
sound = s10,9

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 10
value = 8

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 4
under = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = time = 4
value = 2,0,0
time = 26
under = 1

[State 1500,]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,1
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemtime(4) >= 0
trigger1 = AnimElemtime(9) <= 0
x = 7

[State 1950]
type = HitDef
trigger1 = Time = 0
attr = A,HA
getpower = 0
givepower = 0
damage = 0,0
numhits = 0
animtype = Hard
hitflag = MAF
guardflag = H
priority = 5
pausetime = 2,2
sparkno = s4020
sparkxy = -30,-40
hitsound = s12,4
guardsound = s9,10
guard.sparkno = s4120
guard.velocity = -4
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,0
air.velocity = 0,0
p2facing = 1
kill = 0
p1stateno = 31010
p2stateno = 35507

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 310010

[Statedef 31010]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 31010
ctrl     = 0

[State 0, ]
type = Width
trigger1 = time = 0
edge = 200,0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
pos = 70,0
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2,30
value = 50,6
volume = 0
channel = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 3
attr = A,HA
getpower = 0
givepower = 60
damage = 60,0
animtype = up
hitflag = MAF
guardflag = H
priority = 5
pausetime = 2,2
sparkno = -1
sparkxy = -10,0
hitsound = s12,3
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,-6
air.velocity = 0,-6
p2facing = 1
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0


[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
trigger1 = AnimElem = 3
projanim = 1660  ;*******光效的动画号码*******
projscale = 0.5,0.5   ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 0     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 42  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 70,-10   ;************位置*********
postype = p1    ;**********参照物********

[State 210,]
type = ChangeState
trigger1 = AnimTime = 0
value = 31011
ctrl = 0

[Statedef 31011]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 31011
ctrl     = 0

[State 2000, ]
type = SuperPause
trigger1 = AnimElem = 3
movetime = 30
anim = -1
time = 30

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 3,0
value = 255,255,255
time = 4
under = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 3,4
value = 2,0,0
time = 26
under = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S10,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S19,2
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S19,0
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 37
value = S19,1
volume = 0
channel = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 6
attr = A,HA
getpower = 0
givepower = 20
damage = 25,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,3
sparkno = s4010
sparkxy = 0,-90
hitsound = S1,4
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,-8
air.velocity = 0,-8
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.35
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 12
attr = A,HA
getpower = 0
givepower = 30
damage = 30,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,3
sparkno = s4010
sparkxy = 0,-110
hitsound = S1,4
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,-9
air.velocity = 0,-9
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.35
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 38
attr = A,HA
getpower = 0
givepower = 45
damage = 40,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,4
sparkno = s4010
sparkxy = 20,-70
hitsound = S1,4
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = 0,-7
air.velocity = 0,-7
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.35
kill = 0


[State 210,]
type = ChangeState
trigger1 = AnimTime = 0
value = 31012
ctrl = 0

[Statedef 31012]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 31012
ctrl     = 0

[State 2000, ]
type = SuperPause
trigger1 = AnimElem = 2
movetime = 40
anim = -1
time = 40

[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
triggerall = var(49) = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 24
trigger3 = AnimElem = 43
trigger4 = AnimElem = 62
trigger5 = AnimElem = 82
trigger6 = AnimElem = 101
trigger7 = AnimElem = 120
trigger8 = AnimElem = 139
trigger9 = AnimElem = 158
trigger10 = AnimElem = 177
trigger11 = AnimElem = 196
trigger12 = AnimElem = 215
trigger13 = AnimElem = 234
trigger14 = AnimElem = 253
trigger15 = AnimElem = 272
trigger16 = AnimElem = 291
trigger17 = AnimElem = 310
trigger18 = AnimElem = 329
trigger19 = AnimElem = 348
trigger20 = AnimElem = 367
trigger21 = AnimElem = 386
projanim = 30006  ;*******光效的动画号码*******
projscale = 1,1   ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 0     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 16  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 0,-190   ;************位置*********
postype = p1    ;**********参照物********

[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
triggerall = var(49) = 0
trigger1 = AnimElem = 12
trigger2 = AnimElem = 32
trigger3 = AnimElem = 50
trigger4 = AnimElem = 69
trigger5 = AnimElem = 89
trigger6 = AnimElem = 108
trigger7 = AnimElem = 127
trigger8 = AnimElem = 146
trigger9 = AnimElem = 165
trigger10 = AnimElem = 184
trigger11 = AnimElem = 203
trigger12 = AnimElem = 222
trigger13 = AnimElem = 241
trigger14 = AnimElem = 260
trigger15 = AnimElem = 279
trigger16 = AnimElem = 298
trigger17 = AnimElem = 317
trigger18 = AnimElem = 336
trigger19 = AnimElem = 355
trigger20 = AnimElem = 374
trigger21 = AnimElem = 393
projanim = 30004  ;*******光效的动画号码*******
projscale = 1,1   ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 0     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 16  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 100,20   ;************位置*********
postype = p1    ;**********参照物********

[state 307, spark de vidro quebrando]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 24
trigger3 = AnimElem = 43
trigger4 = AnimElem = 62
trigger5 = AnimElem = 82
trigger6 = AnimElem = 101
trigger7 = AnimElem = 120
trigger8 = AnimElem = 139
trigger9 = AnimElem = 158
trigger10 = AnimElem = 177
trigger11 = AnimElem = 196
trigger12 = AnimElem = 215
trigger13 = AnimElem = 234
trigger14 = AnimElem = 253
trigger15 = AnimElem = 272
trigger16 = AnimElem = 291
trigger17 = AnimElem = 310
trigger18 = AnimElem = 329
trigger19 = AnimElem = 348
trigger20 = AnimElem = 367
trigger21 = AnimElem = 386
anim = 30011
id = 30011
postype = p2
pos = 0,-50
removeongethit = 1
facing = 1
bindtime = 1
sprpriority = 3
ownpal = 1

[state 307, spark de vidro quebrando]
type = Explod
trigger1 = AnimElem = 12
trigger2 = AnimElem = 32
trigger3 = AnimElem = 50
trigger4 = AnimElem = 69
trigger5 = AnimElem = 89
trigger6 = AnimElem = 108
trigger7 = AnimElem = 127
trigger8 = AnimElem = 146
trigger9 = AnimElem = 165
trigger10 = AnimElem = 184
trigger11 = AnimElem = 203
trigger12 = AnimElem = 222
trigger13 = AnimElem = 241
trigger14 = AnimElem = 260
trigger15 = AnimElem = 279
trigger16 = AnimElem = 298
trigger17 = AnimElem = 317
trigger18 = AnimElem = 336
trigger19 = AnimElem = 355
trigger20 = AnimElem = 374
trigger21 = AnimElem = 393
anim = 30012
id = 30012
postype = p2
pos = 0,-50
removeongethit = 1
facing = 1
bindtime = 1
sprpriority = 3
ownpal = 1

[State 0, EnvColor]
type = EnvColor
trigger1 = AnimElem = 2,30
value = 0,0,0
time = 1100
under = 1

[State 0, AllPalFX]
type = BGPalFX
trigger1 = AnimElem = 2,0
time = 30
add = 2,0,0
sinadd = -255,-255,-255,220

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 19,7
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 225
value = 19,6
volume = 0
channel = 0



[State 810, 1]
type = TargetBind
trigger1 = AnimElem = 83
pos = 70,-50
time = 1

[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
trigger1 = AnimElem = 3
projanim = 31016  ;*******光效的动画号码*******
projscale = 0.5,0.5   ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 0     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 940  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 10,5   ;************位置*********
postype = p1    ;**********参照物********

[State 1950]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
attr = A,HA
getpower = 0
givepower = 15
damage = 15,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,6
sparkno = s4050
sparkxy = 0,-80
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-5.5
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.30
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
trigger3 = AnimElem = 14
attr = A,HA
givepower = 15
getpower = 0
damage = 15,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,6
sparkno = s4050
sparkxy = 0,-120
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-5.5
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.30
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 24
trigger2 = AnimElem = 26
attr = A,HA
givepower = 15
getpower = 0
damage = 15,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,10
sparkno = s4050
sparkxy = 0,-80
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-5
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.30
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 32
trigger2 = AnimElem = 33
attr = A,HA
givepower = 15
getpower = 0
damage = 15,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,10
sparkno = s4050
sparkxy = 0,-120
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-5
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.30
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 43
trigger2 = AnimElem = 45
attr = A,HA
getpower = 0
givepower = 15
damage = 14,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,10
sparkno = s4050
sparkxy = 0,-80
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-4.6
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.30
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 50
trigger2 = AnimElem = 52
attr = A,HA
getpower = 0
givepower = 15
damage = 14,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,10
sparkno = s4050
sparkxy = 0,-120
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-4.6
p2facing = 1
fall = 1
fall.recover = 0
yaccel = 0.30
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 62
trigger2 = AnimElem = 64
attr = A,HA
getpower = 0
givepower = 15
damage = 13,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,10
sparkno = s4050
sparkxy = 0,-90
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-4.3
p2facing = 1
yaccel = 0.35
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 69
trigger2 = AnimElem = 71
attr = A,HA
getpower = 0
givepower = 15
damage = 13,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,10
sparkno = s4050
sparkxy = 0,-120
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-4.3
p2facing = 1
yaccel = 0.35
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 83
trigger2 = AnimElem = 90
attr = A,HA
getpower = 0
givepower = 8
damage = 10,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,12
sparkno = s4050
sparkxy = 0,-85
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-4.2
p2facing = 1
yaccel = 0.34
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 102
trigger2 = AnimElem = 109
attr = A,HA
getpower = 0
givepower = 8
damage = 10,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,12
sparkno = s4050
sparkxy = 0,-85
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-4.2
p2facing = 1
yaccel = 0.35
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 121
trigger2 = AnimElem = 128
attr = A,HA
getpower = 0
givepower = 8
damage = 10,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,12
sparkno = s4050
sparkxy = 0,-95
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = 0,-3.9
p2facing = 1
yaccel = 0.35
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 140
trigger2 = AnimElem = 159
trigger3 = AnimElem = 178
trigger4 = AnimElem = 197
trigger5 = AnimElem = 216
trigger6 = AnimElem = 235
trigger7 = AnimElem = 254
trigger8 = AnimElem = 273
trigger9 = AnimElem = 292
trigger10 = AnimElem = 311
trigger11 = AnimElem = 330
trigger12 = AnimElem = 349
trigger13 = AnimElem = 368
trigger14 = AnimElem = 387
attr = A,HA
getpower = 0
givepower = 5
damage = 10,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,12
sparkno = s4050
sparkxy = 0,-100
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = -0.2,-.8
p2facing = 1
yaccel = 0.32
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 147
trigger2 = AnimElem = 166
trigger3 = AnimElem = 185
trigger4 = AnimElem = 204
trigger5 = AnimElem = 223
trigger6 = AnimElem = 242
trigger7 = AnimElem = 261
trigger8 = AnimElem = 280
trigger9 = AnimElem = 299
trigger10 = AnimElem = 318
trigger11 = AnimElem = 337
trigger12 = AnimElem = 356
trigger13 = AnimElem = 375
trigger14 = AnimElem = 394
attr = A,HA
getpower = 0
givepower = 5
damage = 10,0
animtype = diagup
hitflag = AF
guardflag = H
priority = 5
pausetime = 4,12
sparkno = s4050
sparkxy = 0,-100
hitsound = S9,ifelse(random <=500,5,6)
ground.type = High
ground.slidetime = 10
ground.hittime = 25
air.velocity = -0.2,-.8
p2facing = 1
yaccel = 0.32
fall = 1
fall.recover = 0
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
kill = 0

[State 210,]
type = ChangeState
trigger1 = AnimTime = 0
value = 31013
ctrl = 0

[Statedef 31013]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 31013
ctrl     = 0

[State 0, VelSet]
type = VelSet
trigger1 =  AnimElem = 5
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S10,23
volume = 0
channel = 0

[State 210,]
type = ChangeState
trigger1 = Time = 15
value = 31014
ctrl = 0

[Statedef 31014]
type     = S
movetype = A
physics  = S
velset   = 0,0
anim     = 31014
ctrl     = 0

[State 810, 1]
type = TargetBind
trigger1 = AnimElemtime(2) >= 1 && AnimElemtime(6) < 0
pos = 25,0
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
value = S19,3
volume = 0
channel = 0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
getpower = 0
givepower = 0
damage = 0,0
animtype = Hard
hitflag = AF
guardflag =
priority = 7, Hit
pausetime = 0,0
sparkno = s4020
sparkxy = -21,-70
hitsound = s50,8
ground.type = Hard
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 35508
kill = 0

[State 1950]
type = HitDef
trigger1 = AnimElem = 6
attr = A,HA
getpower = 0
givepower = 80
damage = 120,0
animtype = diagup
hitflag = MAF
guardflag =
priority = 5
pausetime = 2,2
sparkno = -1
sparkxy = -30,-70
hitsound = s12,5
ground.type = High
ground.slidetime = 10
ground.hittime = 25
ground.velocity = -4,-7
air.velocity = -4,-7
p2facing = 1
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 18
envshake.freq = 100
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S10,27

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S10,45

[State 191 , 3]
type = Explod
trigger1 = AnimElem = 2
;anim = 17001
anim  = 33505
pos = 10,10
postype = p1
removetime = 98
sprpriority = 5
scale = 1,1

[State 0, AfterImageProj]
type = Projectile    ;飞行道具控制器(做残影exp专用)
trigger1 = AnimElem = 6
projanim = 1660  ;*******光效的动画号码*******
projscale = 1,1   ;长宽比 不需要放大或缩小的话 这个不用管
projremove = 0     ;飞行道具不会移除 这个直接用我写的就行了
projremovetime = 42  ;*********移除时间一定要和光效结束的时间一样*********
projsprpriority = 10     ;**********光效所在的图层********
offset = 40,-70   ;************位置*********
postype = p1    ;**********参照物********



[State 210,]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------
[Statedef 310010]
type     = S
movetype = I
physics  = S
velset   = 0,0
anim     = 2405
ctrl     = 0



[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 35508]
type  = S
movetype = H
physics = N
velset = 0,0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 99515, 1]
type = VelSet
trigger1 = time = 0
x = 20
y = 0

[State 99515, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 7
time = 300
add = 80,-40,-140
mul = 256,256,256
sinadd = 100,100,100,15
invertall = 1
color = 0
getpower = 87,87
givepower = 24,24

[State 99515, 2]
type = ChangeAnim2
Trigger1 = Time = 0
value = 5508


[State 99515, ANIM2]
type = SelfState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[Statedef 98775]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = -2000
velset   = 0,0
anim     = 98775
ctrl     = 0

[State 1000, ReversalDef]
type = ReversalDef
trigger1 = 1
pausetime = 0,0
sparkno = -1
sparkxy = 0,0
hitsound = 0,0
ID = 3363
reversal.attr = SCA, NA, SA, HA, NT, ST, HT, NP, SP, HP, AA, AT, AP
numhits = 0
ignorehitpause = 1
palfx.time = 60
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
p1stateno = 8899
p2stateno = 2330

[State 1000, Playsnd]
type = playsnd
trigger1 = animelem = 4
value = S181,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 8899, OOO]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 11511
ctrl     = 0

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8136
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7100
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = 9

[State 2000, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7110
pos = 0,-60
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
sprpriority = -9

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 5
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -15,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 10
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 0,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 15
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 15,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 20
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 0,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 25
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -15,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 30
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 0,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 40
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 15,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 50
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 0,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 60
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -15,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 70
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 0,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 90
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 50,-60
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 90
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -50,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 90
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 0,-40
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 90
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = -50,-30
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, 僿儖僷乕傪弌偡]
type = Helper
trigger1 = AnimElem = 90
name = "BAKUHATSU"
stateno = 1660
ID = 1660
helpertype = normal
pos = 50,-50
postype = p2
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3722
ctrl = 1

[Statedef 3722]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 8
anim = 10057
ctrl = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 50
freq = 90
ampl = -3
phase = -2

[State 0, StopSnd]
type = StopSnd
trigger1 = time = 0
channel = 11

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S192,37
volume = 255
lowpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S192,39
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S192,40
volume = 255

[State 0]
type = Explod
trigger1 = animelem = 4
anim = 10064
sprpriority = 5
postype = p1
pos = 70,0
bindtime = 1
supermove = 1
scale = 0.9,0.9
under = 0
ownpal = 1
removeongethit = 1

[State 0]
type = Explod
trigger1 = animelem = 7
anim = 10064
sprpriority = 4
postype = p1
pos = 80,0
bindtime = 1
supermove = 1
scale = 0.8,0.8
under = 0
ownpal = 1
removeongethit = 1

[State 0]
type = Explod
trigger1 = animelem = 10
anim = 10064
sprpriority = 3
postype = p1
pos = 100,0
bindtime = 1
supermove = 1
scale = 0.7,0.7
under = 0
ownpal = 1
removeongethit = 1

[State 0]
type = Projectile
trigger1 = animelem = 4
attr = S, HP
projhits = 5
projanim = 10061
projhitanim = -1
projid = 10060
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
air.juggle = 0
postype = p1
getpower = 0,0
offset = 0,0
velocity = 2,0
damage = 25,0
animtype = hard
guardflag = M
pausetime = 3,1
sparkno = -1
guard.sparkno = -1
sparkxy = 30,-60
hitsound = S12,8
guardsound = S200,6
ground.type = low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6
air.velocity = -6,-2
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 40
envshake.ampl = -3
envshake.freq = 90
envshake.phase = -2

[State 0]
type = Projectile
trigger1 = animelem = 7
attr = S, HP
projhits = 5
projanim = 10062
projhitanim = -1
projid = 10060
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
air.juggle = 0
postype = p1
getpower = 0,0
offset = 40,0
velocity = 2,0
damage = 25,0
animtype = hard
guardflag = M
pausetime = 4,2
sparkno = -1
guard.sparkno = -1
sparkxy = 30,-60
hitsound = S12,8
guardsound = S200,6
ground.type = low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -6
air.velocity = -6,-2
air.fall = 1
fall = 0
fall.recover = 0
ownpal = 1
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 40
envshake.ampl = -3
envshake.freq = 90
envshake.phase = -2

[State 0]
type = Projectile
trigger1 = animelem = 10
attr = S, HP
projhits = 5
projanim = 10063
projhitanim = -1
projid = 2300
projpriority = 24
projsprpriority = 24
projedgebound = 220
projremovetime = 15
air.juggle = 0
postype = p1
getpower = 0,0
offset = 80,0
velocity = 2,0
damage = 50,0
animtype = up
guardflag = M
pausetime = 5,2
sparkno = -1
guard.sparkno = -1
sparkxy = 30,-60
hitsound = S12,8
guardsound = S200,6
ground.type = high
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -1.5,-9
air.velocity = -1.5,-9
yaccel = 0.45
air.fall = 1
fall = 1
fall.recover = 0
ownpal = 1
palfx.time = 40
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
envshake.time = 40
envshake.ampl = -3
envshake.freq = 90
envshake.phase = -2

[state 0]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 4099]
type    = S
movetype= A
physics = S
anim = 4099
velset = 0,0
ctrl = 0
poweradd = -1000

[State 2000, 挻昁嶦媄敪摦偺帪娫掆巭]
type = SuperPause
trigger1 = time = 0
anim = -1
poweradd = -1000
movetime = 30
time = 30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 15,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7010
pos = 15,-60
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7500
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 2000]
type = Explod
triggerall = AnimElem = 1
trigger1 = prevstateno = [1000,1999]
anim = 7510
pos = ifelse(facing=1,-320,0),0
ontop = 1
ownpal = 1
postype = front
bindtime = -1
supermove = 1

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s9,0

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,21
channel = 10

[State 0000,20.1]
type=VarSet
trigger1 = Time = 0
var(20)=1

[State 0000,20.0]
type=VarSet
trigger1 = animTime = 0
var(20)=1

[State 8004,3]
type = SuperPause
trigger1 = AnimElem = 5
time = 34
movetime = 7
darken = 0
anim = -1

[State 10000,1-3]
type = BGPalfx
trigger1 = animelem = 5
invertall = 0
time = 34
mul = 50,50,50
ignorehitpause = 1

[State 3010,2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,6

[State 3010,END]
type = ChangeState
triggerall = time >= 13
trigger1 = AnimTime = 0
trigger2 = command != "holdx" && command != "holdx"
value = 4011

[Statedef 4011]
type    = S
movetype= A
physics = S
anim = 4011
velset = 0,0
ctrl = 0

[State 3011,1]
type = RemoveExplod
trigger1 = Time = 0
ID = 3010

[State 3011,1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.3,0.3

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 100
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 70
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1
p1stateno = 4012
p2stateno = 3080


[State 3011,END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4012]
type    = S
movetype= A
physics = S
anim = 4012
velset = 0,0
ctrl = 0

[State 0000,20.1]
type=VarSet
trigger1 = Time = 0
var(20)=1

[State 0000,20.0]
type=VarSet
trigger1 = animTime = 0
var(20)=0

[State 3010,2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,7

[State 1100,PosAdd]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 3.5

[State 1000,300,1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 300,1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.3,0.3

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
triggerall = p2movetype = H
trigger1 = Random < 200
trigger1 = Movehit
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = high
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -8
forcenofall = 1
p2stateno = 2340

[State 3011,END]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4700]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,24
channel = 8

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 4600

[Statedef 4600]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1601
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 13
value = s10,25

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 10,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
x = -15

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimTime = 0
x = -12

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1
ID = 1600

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9
air.velocity = -4,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1
p1stateno = 4701
p2stateno = 3090

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4701]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1700
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 50,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (13) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 16
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 14
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = 15

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 11
persistent = 0
anim = 1605
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ID = 1700

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1
p1stateno = 4702
p2stateno = 3080

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(18) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 4702
ctrl = 1

[Statedef 4702]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,24
channel = 8

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 4602

[Statedef 4602]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1601
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 13
value = s10,25

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 10,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
x = -15

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimTime = 0
x = -12

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1
ID = 1600

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9
air.velocity = -4,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1
p1stateno = 4703
p2stateno = 3090

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 4703
ctrl = 1

[Statedef 4703]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 100
velset   = 0,0
anim     = 1700
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 8
value = s10,10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 9
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 50,0

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (13) <= 0
edge = 30,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 16
x = 5

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 4 | AnimElem = 5 | AnimElem = 6
trigger2 = AnimElem = 8 | AnimElem = 10 | AnimElem = 11 | AnimElem = 14
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 2 | AnimElem = 3
x = 15

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 9
x = 20

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 11
persistent = 0
anim = 1605
postype = P1
pos = 55,-65
sprpriority = 10
ignorehitpause = 1
ID = 1700

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 21
ground.hittime  = 21
ground.velocity = -9
air.velocity = -4,-4
air.hittime = 12
air.fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1
p1stateno = 4708
p2stateno = 3080

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, ]
type = Varset
trigger1 = time = 0
var(18) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 4708
ctrl = 1

[Statedef 4708]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 30
velset   = 0,0
anim     = 1600
ctrl     = 0
sprpriority = 3

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = 1
edge = 25,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 3 | AnimElem = 4
x = 10

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 1
value = s10,24
channel = 8

[State 1200, ]
type = ReversalDef
trigger1 = 1
reversal.attr = SA,NA,SA
numhits = 0
pausetime = 12,13
sparkno = s4120
hitsound = s2,1

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 4608

[Statedef 4608]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
velset   = 0,0
anim     = 1601
ctrl     = 0
sprpriority = 3

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 13
value = s10,25

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = AnimElem = 3
value = s0,4

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (4) <= 0
edge = 10,0

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 1 | AnimElem = 2 | AnimElem = 3
x = 10

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimElem = 12
x = -15

[State 1000, 幉埵抲堏摦]
type = Posadd
trigger1 = AnimTime = 0
x = -12

[State 1100, 僄僼僃僋僩昞帵]
type = Explod
trigger1 = AnimElem = 6
persistent = 0
anim = 1605
postype = P1
pos = 70,-60
sprpriority = 10
ignorehitpause = 1
ID = 1600

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 36,8
animtype = Hard
guardflag = MA
hitflag = MAFP
priority = 3, Hit
pausetime = 10,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -70
hitsound = s1,1
guardsound = s2,1
ground.type = Low
ground.slidetime = 19
ground.hittime  = 19
ground.velocity = -9
air.velocity = -4,-4.5
air.hittime = 12
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
palfx.time = 35
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1
p2stateno = 3090

[State 1000, 壒傪柭傜偡]
type = PlaySnd
trigger1 = Movehit = 1
value = s12,8
persistent = 0
ignorehitpause = 1

[State 1000, ]
type = Varset
trigger1 = time = 0
var(16) = 0

[State 1000, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 87872];援护开始，这里的4001是跑步进场动作
type    = S
physics = n
velset = 0,0
ctrl = 0
anim = 87872
sprpriority = 2


[State 2200, 柍揋]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(10) <= 0
value = SCA, AA, AP

[State V]
type = VelSet;设置跑步的速度
trigger1 = 1
x = 0


[State 100]
type = PlaySnd
trigger1 = TIME = 25;跑步的音效
value = 7,33
volume = 255



[state push]
type = playerpush;设置不能被穿过
trigger1 = 1
value = 1

[State 0, StopSnd]
type = StopSnd
trigger1 = TIME = 30;停止跑步音效
channel = 5

[State haha]
type = Turn
triggerall =1
trigger1 = P2Dist X < 0

[State C]
type = ChangeState;这里设置到了第30time自动转入4002
trigger1 = TIME = 135
value = 9500
ctrl = 0

[Statedef 9500]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 9500
sprpriority = -99

[State 3000]
type = Projectile
trigger1 = AnimElem = 4
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 14
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 4, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 24
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 34
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 5, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 44
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 54
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 6, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 64
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 7, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3080
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 74
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 7, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle = 0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 3000]
type = Projectile
trigger1 = AnimElem = 84
projID = 111111
projanim = 111111
projremove = 1
projpriority = 1
projhitanim = 11022
projremanim = 11022
projsprpriority = 99
projshadow = 0,0,0
projremovetime = -1
getpower = 0
ownpal = 0
offset = 25,1
velocity = 8, 0
attr = S, SP
animtype = Hard
damage = 90 ,10
hitflag = MAF
guardflag = M
hitsound = s12,4
guardsound = s8,ifelse(var(59)=1,11,1)
pausetime = 0,12
sparkno = s4020
guard.sparkno = s4120
sparkxy = 20,-45
ground.type = Low
ground.hittime = 23
ground.slidetime = 23
ground.velocity = -9
air.juggle =0
air.velocity = -3.6,-3.8
air.fall = 1
palfx.time = 50
palfx.add = 50,0,170
palfx.mul = 170,170,170
palfx.sinadd = 95,95,95,15
palfx.color = 0
palfx.invertall = 1
p2stateno = 3090
EnvShake.time = 15
EnvShake.freq = 100
EnvShake.ampl = -4
forcenofall = 1

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 9501
ctrl = 1

[Statedef 9501]
type     = S
movetype = A
physics  = S
juggle   = 4
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 9501
sprpriority = 2

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 9502
ctrl = 1

[Statedef 9502]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 9502
sprpriority = 2

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -15,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100


[State 1000, PlaySnd]
type = PlaySnd
trigger1 = movehit = 1
value = S18,0

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -25,-55
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s15,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
getpower = 0
damage = 30,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 41
attr = S, HA
getpower = 0
damage = 35,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 49
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -15,-55
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 53
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -25,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 56
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 59
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s15,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 65
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 70
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 75
attr = S, HA
getpower = 0
damage = 25,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 82
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -15,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 85
attr = S, HA
getpower = 0
damage = 5,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4034
sparkxy = -25,-55
hitsound = s0,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 87
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s4070
sparkxy = -20,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 90
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-55
hitsound = s15,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 93
attr = S, HA
getpower = 0
damage = 15,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 96
attr = S, HA
getpower = 0
damage = 10,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4034
sparkxy = -25,-65
hitsound = s0,23
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2030
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 200, 僸僢僩掕媊]
type = HitDef
trigger1 = AnimElem = 101
attr = S, HA
getpower = 0
damage = 20,0
animtype = Hard
hitflag = MAF
priority = 3, Hit
pausetime = 4,12
sparkno = s4070
sparkxy = -25,-65
hitsound = s15,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = 0
p2stateno = 2020
kill = 0
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 0
palfx.invertall = 1
getpower = 87,87
givepower = 24,24
envshake.time = 10
envshake.ampl = -4
envshake.freq = 100

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 9503
ctrl = 1

[Statedef 9503]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 65
ctrl     = 0
velset   = 0,0
anim     = 9503
sprpriority = 2

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 14
projID = 2500
projanim = 23100
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 42
ownpal = 1
offset = 50,0
velocity = 0
attr = A, HA
animtype = up
damage = 80 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 18
projID = 2500
projanim = 23100
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 42
ownpal = 1
offset = 100,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 22
projID = 2500
projanim = 23100
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 42
ownpal = 1
offset = 150,0
velocity = 0
attr = A, HA
animtype = up
damage = 80 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 26
projID = 2500
projanim = 23100
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 42
ownpal = 1
offset = 200,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 3000, Projectile]
type = Projectile
trigger1 = animelem = 26
projID = 2500
projanim = 23100
projremove = 0
projpriority = 8
projhitanim = -1
projremovetime = 42
ownpal = 1
offset = 250,0
velocity = 0
attr = A, HA
animtype = up
damage = 75 ,10
hitflag = MAF
guardflag = M
hitsound = s9,10
guardsound = s8,10
pausetime = 0,5
sparkno = s4020
guard.sparkno = s4120
sparkxy = 40,floor(-75+(enemynear, pos y))
ground.type = High
ground.slidetime = 20
ground.hittime = 21
ground.velocity = -8, -5
palfx.time = 25
palfx.add = 0,-50,80
palfx.sinadd = 50,50,50,15
palfx.color = 1
palfx.invertall = 1
envshake.time = 15
envshake.ampl = 5
envshake.freq = 120
envshake.phase = 120
air.velocity = -8, -5
fall.recover = 0
fall = 1
getpower = 0,0
projscale = 0.675,0.675

[State 210, 僗僥乕僩曄峏]
type = ChangeState
trigger1 = AnimTime = 0
value = 87875
ctrl = 1

[Statedef 87875];离场动作，这里我偷懒点，把原来的4001跑步动作复制出来重新做了个air，改名为4004，在效果一栏里设置效果为H，就把跑步动作转了个面向，面向左边了，做成往回跑的动作
type    = S
physics = N
velset = -5,0
ctrl = 0
anim =87875
sprpriority = 2

[State 2000]
type = Explod
trigger1 = time= 10
anim = 1025
pos = 0,0
sprpriority = 3
ownpal = 1
bindtime = 1
supermove = 1
removetime = 80

[State 100]
type = PlaySnd
trigger1 = Time = 0;跑步的音效
value = 110,10
volume = 255

[State 100]
type = PlaySnd
trigger1 = Time = 0;跑步的音效
value = 110,13
volume = 255



[State 2200, 柍揋]
type = NotHitBy
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(10) <= 0
value = SCA, AA, AP

[State 2004, 1]
type = VelSet
trigger1 = AnimElem = 1
x = 0

[State 2004, 2]
type = StateTypeSet
trigger1 = AnimElem = 1
statetype = A
physics = N

[State 2004, 9]
type = DestroySelf
trigger1 = time= 90

[Statedef 301066]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3050
ctrl = 0
sprpriority = 2

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 1660
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1
scale =0.35,0.35

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4430
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4435
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4440
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 1000,explods]
type = Explod
trigger1 = p2stateno = 31000
trigger1 = Random < 300
anim = 4445
pos = 0,-50
postype = p2
sprpriority = 9
bindtime = 1
random = 100,100
ownpal = 1
supermove = 1

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = s154,0

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 3050, Super D]
type = NotHitBy
trigger1 = AnimElem = 2
value = , NA, SA, AT
time = 6

[State 3050, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = s6,17

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 7150
ID = 7100
pos = 35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 1021
ID = 1021
pos = 45,5
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = -3,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3011
ID = 3011
pos = -40,-44
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,0.15
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 5
anim = 3011
ID = 3011
pos = -40,-44
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999999
pausemove = 999999
scale = 1,0.15
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 12
x = 2
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time = 18
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = time >= 12
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3050, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Up               ;Make p2 use "Up" type animation on hit
damage    = 200, 12
getpower  = 0
priority  = 5
guardflag = MAF
pausetime = 0,0
sparkno = -1
sparkxy = 0,-60
hitsound   = s1,4
guardsound = 554,2
ground.type = Low
ground.slidetime = 26
ground.hittime  = 26
ground.velocity = -1.3,-25
guard.velocity = -11
air.velocity = -1.3,-25
airguard.velocity = -4.5,-5
p2stateno = 31000
envshake.time = 25           ;Parameters for shaking the screen on hit
envshake.ampl = 7
envshake.freq = 176
p2facing = 1                 ;Force p2 to face p1 on hit
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
fall.damage = 70             ;p2 will take 70 damage on hitting the ground
fall.envshake.ampl = 6       ;Parameters for shaking the screen on fall
fall.envshake.freq = 178
fall.envshake.time = 15
mindist = 50,-100            ;Keep p2 a minimum of 50 pixels away from p1, and no higher than 100 pixels up
maxdist = 100,-10            ;Keep p2 a maximum of 100 pixels away from p1, and no lower than 10 pixels below
yaccel = .8                  ;Accelerate p2 downwards rapidly
palfx.time = 200
palfx.add  = 80,-70,-200
palfx.sinadd = 0,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

;This controller below makes Kung Fu man change to a success state if he
;successfully hits the Smash Kung Fu Upper.
[State 3050, 4]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Movehit
value = 301199
ctrl = 0

[State 3050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 30110
ctrl = 0

[Statedef 301199]
type    = S
movetype= A
physics = S
anim = 3051

[State 3051, 1]
type = AfterImageTime
trigger1 = AnimTime < -2
time = 2

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2200,388
volume = 250

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S4000,288

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7150
ID = 7100
pos = 0,4
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 5,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = 0
;ignorehitpause =
;persistent =

[state 1000]
type = playsnd
trigger1 = animelem = 5
value = 12,6

[state 1000]
type = playsnd
trigger1 = animelem = 5
value = 10,21

[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3154
;偙偺壓丄堦峴埲忋嬻偗傞帠丅
